Rycky91

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About Rycky91

This is why I should have released my walkthrough, but it's a huge spoiler.
I want my mod to be challenging. not easy
To get to the sewer in zedeks castle, you must first defeat menelkir in MAP20, then get the wings, fly across the chasm in the west part, and pull the switch that opens the door in the sewer.
If you get stuck, just retrace your steps, go back to closed doors that are opened elsewhere, start pushing on walls too.
as for the switch, it's not necessary to progress, but thanks for pointing it out.

Use this simpler script
SCRIPT 1 (void)
{
Floor_LowerInstant(20,0,128);
thingsound(18, "GlassShatter", 127);
Thing_ProjectileGravity(18, random(54, 63), random(0, 255), random(10, 40), random(5, 20));
}
make a sector and make it the same height as the ceiling.
The lower texture should be glass with character, middle texture should be broken glass, and upper should be weapon glass.
set the glass linedef action to 80 script execute and projectile hits.

I'm trying to run Slade 3. When I open it I get this error message.
The application was unable to start correctly (0xc000007b).
I've installed slade using the setup_SLADE3114.exe
I've installed Microsoft Visual C++ 2010 x86 Redistributable (vcredist_x86.exe)
I'm using Windows 7 Home premium SP1 64-bit
I've tried everything from rebooting to reinstalling and nothing seems to work

Finally here it is.
Hexen Lore Beta 2.1.0
Change Log :
Maps 15-20 now have music
Brightness levels adjusted
changed MAP04
added door to MAP22
moddb.com/mods/hex-lore/downloads/hexen-lore-beta-210
I'm still having issues with the bats on MAP15
script 14 (void)
{
Thing_Activate(2); //summons bats
delay(const: 128);
Thing_Deactivate(2);
}For some reason the script auto starts, and the trigger line is back in the cave.
It loops until I walk over the line.
I can't figure out that door on MAP05 either.
The ceiling and floors of the adjacent rooms are the same height, yet the door opens
256 pixels on the first open.

I'm having trouble compiling my scripts in hexen byte code.
Couldn't open file
File:
"C:\Documents and Settings\Owner\Local Settings\Temp\Slade3\common.acs
I copied common.acs from my doom builder directory and put it in the address above ^
It still has an error message when I try to compile.
Should I try reinstalling Slade 3?

I would like to make this mod cross-port compatible.
How does one do it?
Here is the release of Hexen Lore Beta 2.0
http://www.moddb.com/mods/hex-lore/downloads/hexen-lore-beta-2-0
This is why I'm better at mapping than I am at scripting or puzzle planning.
Fixed linedef in MAP08
Added a lot more mana to maps
auto aligned textures in all maps
My last mod was an embarrassment to all hexen fans.
I apologize for the crappy mod.
So trash those old versions and play Hexen Lore Beta 2.0

Here is the release of Hexen Lore Beta 2.0
http://www.moddb.com/mods/hex-lore/downloads/hexen-lore-beta-2-0
fixed texture in MAP09
changed pot in MAP14 to contain an afrit instead of stalker
Fixed switches to print a message when they open a door in a different map.
changed linedef in MAP10 to repeatable action
fixed mapspot thing tag in MAP16.
fixed linedf action in MAP16 : Door will no longer close behind you in the star room.
added more blue and green mana to MAP19
changed zekek action to print statement
changed mana Z height in MAP22
added player co-op starts to MAP19
This is why I'm better at mapping than I am at scripting or puzzle planning.
Fixed linedef in MAP08
Added a lot more mana to maps
auto aligned textures in all maps
My last mod was an embarrassment to all hexen fans.
I apologize for the crappy mod.
So trash those old versions and play Hexen Lore Beta 2.0

Thanks everyone for helping me. I am 99% complete. I need to add music to maps
15-20. That's why in hexen shadow wood is map 13, warp trans is 7, but the devs must have had issues with music, so they changed the map numbers. like heresiarch's seminary warp trans 13, MAP27.
I have auto aligned all textures in all maps.
I fixed zedek with printbold. Thanks Gez
and I thank everyone for their input

This mod is still in the beta phase, but I'm almost done with it.
So long as I make these minor tweaks. I can't believe I didn't catch them.
I got way ahead of myself.
I still can't figure out how Zedek handles scripts. His action is 80
and script 7 map 22.
script 7 (void)
{
print(s:"A DOOR OPENED IN THE UNDERWORLD");
ACS_Execute(6,20,0,0,0);
}When I kill him the message doesn't show.
I can't find bleeding texture in MAP08. as mentioned by ETTiNGRiNDER
idk exactly where it's at.

!!EVERYONE TRASH YOUR OLD VERSIONS OF THIS MOD!!
I have improved the mod
Hexen Lore Beta 1.2.1
changelog :
fixed texture in MAP09
changed pot in MAP14 to contain an afrit instead of stalker
Fixed switches to print a message when they open a door in a different map.
changed linedef in MAP10 to repeatable action
fixed mapspot thing tag in MAP16.
fixed linedef action in MAP16 : Door will no longer close behind you in the star room.
added more blue and green mana to MAP19
changed zekek action to print statement
changed mana Z height in MAP22
added player co-op starts to MAP19
link
moddb.com/mods/hex-lore/downloads/hexen-lore-beta-121
This mod was really crappy when I first released it. I need to make more adjustments and hopefully I will release a better version within the next few days.
sorry for the double post!!
!!EVERYONE TRASH YOUR OLD VERSIONS OF THIS MOD!!

I opened my wad in doom builder 2 the linedef action is 74 teleport to map 14
i forgot to check repeatable action.
as for the horn key, there is a switch at the end of the tunnel that leads to the second room you enter with the lava and afrits. look to the left. the switch lowers the floor allowing you to access the horn key.

I have mainly tested this mod with Zandronum 2.1.2 when i first built it.
then skulltag in the last two hubs 4 and 5.
I'm going to guess the source port is intended for Zdoom
I mainly play with the fighter, and I always had auto run (caps lock) enabled.
I wanted to make challenging maps without too much effort.
Jumping across chasms is one thing I should consider especially for the other two classes.
I should add more mana to maps as well.
I haven't fully tested the game with the cleric or mage.
I have recently been setting texture offsets to 0, and removing vertices.

okay I've fixed the hole in MAP01, thank you for pointing that out.
idk what vanilla means, but i ran the game in zandronum 2.1.1
and the map names show up fine
i used slade 3 for the MAPINFO lump and the names were in all caps
as with the music can i use XWE for sndinfo lump?

This is my first mod for hexen. It is a 5 hub 23 map wad.
here is the link
moddb.com/mods/hex-lore/
The project took me over a year (off and on) to build.
The first hub is the caves of malice. A forgotten chain of caves linked to a fire temple, an ice cavern, and a swamp inspired by my favorite hexen map darkmere.
The second hub is a castle once ruled by a noble king, until it was destroyed by the demons.
The third hub is the village of the dead. A once thriving place, now desecrated and decaying.
The fourth hub is the heresiarch's cathedral
and finally the fifth hub The city of darkness
I want to thank everyone on the forums who helped me with ACS code.
I know its not much just new levels.
I also want to credit id software, raven software, codeIMP and Slade 3